Remove deprecated functionality of SMaterial

This commit is contained in:
Caleb Butler 2023-09-03 19:10:03 -04:00 committed by sfan5
parent 364cb37698
commit 00dd1f8ef3
3 changed files with 20 additions and 60 deletions

@ -228,19 +228,6 @@ namespace video
ECM_DIFFUSE_AND_AMBIENT
};
//! DEPRECATED. Will be removed after Irrlicht 1.9.
/** Flags for the definition of the polygon offset feature. These flags define whether the offset should be into the screen, or towards the eye. */
enum E_POLYGON_OFFSET
{
//! Push pixel towards the far plane, away from the eye
/** This is typically used for rendering inner areas. */
EPO_BACK=0,
//! Pull pixels towards the camera.
/** This is typically used for polygons which should appear on top
of other elements, such as decals. */
EPO_FRONT=1
};
//! Names for polygon offset direction
const c8* const PolygonOffsetDirectionNames[] =
{
@ -289,17 +276,17 @@ namespace video
{
public:
//! Default constructor. Creates a solid, lit material with white colors
SMaterial()
: MaterialType(EMT_SOLID), AmbientColor(255,255,255,255), DiffuseColor(255,255,255,255),
EmissiveColor(0,0,0,0), SpecularColor(255,255,255,255),
Shininess(0.0f), MaterialTypeParam(0.0f), Thickness(1.0f),
ZBuffer(ECFN_LESSEQUAL), AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL),
ColorMaterial(ECM_DIFFUSE), BlendOperation(EBO_NONE), BlendFactor(0.0f),
PolygonOffsetFactor(0), PolygonOffsetDirection(EPO_FRONT),
PolygonOffsetDepthBias(0.f), PolygonOffsetSlopeScale(0.f),
Wireframe(false), PointCloud(false), GouraudShading(true),
Lighting(true), ZWriteEnable(EZW_AUTO), BackfaceCulling(true), FrontfaceCulling(false),
FogEnable(false), NormalizeNormals(false), UseMipMaps(true)
SMaterial() :
MaterialType(EMT_SOLID), AmbientColor(255, 255, 255, 255),
DiffuseColor(255, 255, 255, 255), EmissiveColor(0, 0, 0, 0),
SpecularColor(255, 255, 255, 255), Shininess(0.0f),
MaterialTypeParam(0.0f), Thickness(1.0f), ZBuffer(ECFN_LESSEQUAL),
AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL), ColorMaterial(ECM_DIFFUSE),
BlendOperation(EBO_NONE), BlendFactor(0.0f), PolygonOffsetDepthBias(0.f),
PolygonOffsetSlopeScale(0.f), Wireframe(false), PointCloud(false),
GouraudShading(true), Lighting(true), ZWriteEnable(EZW_AUTO),
BackfaceCulling(true), FrontfaceCulling(false), FogEnable(false),
NormalizeNormals(false), UseMipMaps(true)
{ }
//! Texture layer array.
@ -395,18 +382,6 @@ namespace video
(setting it to EBO_ADD is probably the most common one value). */
f32 BlendFactor;
//! DEPRECATED. Will be removed after Irrlicht 1.9. Please use PolygonOffsetDepthBias instead.
/** Factor specifying how far the polygon offset should be made.
Specifying 0 disables the polygon offset. The direction is specified separately.
The factor can be from 0 to 7.
Note: This probably never worked on Direct3D9 (was coded for D3D8 which had different value ranges) */
u8 PolygonOffsetFactor:3;
//! DEPRECATED. Will be removed after Irrlicht 1.9.
/** Flag defining the direction the polygon offset is applied to.
Can be to front or to back, specified by values from E_POLYGON_OFFSET. */
E_POLYGON_OFFSET PolygonOffsetDirection:1;
//! A constant z-buffer offset for a polygon/line/point
/** The range of the value is driver specific.
On OpenGL you get units which are multiplied by the smallest value that is guaranteed to produce a resolvable offset.
@ -546,8 +521,6 @@ namespace video
ColorMaterial != b.ColorMaterial ||
BlendOperation != b.BlendOperation ||
BlendFactor != b.BlendFactor ||
PolygonOffsetFactor != b.PolygonOffsetFactor ||
PolygonOffsetDirection != b.PolygonOffsetDirection ||
PolygonOffsetDepthBias != b.PolygonOffsetDepthBias ||
PolygonOffsetSlopeScale != b.PolygonOffsetSlopeScale ||
UseMipMaps != b.UseMipMaps

@ -151,8 +151,6 @@ namespace video
case EMP_BLEND_OPERATION: material.BlendOperation = Material.BlendOperation; break;
case EMP_BLEND_FACTOR: material.BlendFactor = Material.BlendFactor; break;
case EMP_POLYGON_OFFSET:
material.PolygonOffsetDirection = Material.PolygonOffsetDirection;
material.PolygonOffsetFactor = Material.PolygonOffsetFactor;
material.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
material.PolygonOffsetSlopeScale = Material.PolygonOffsetSlopeScale;
break;

@ -2523,8 +2523,6 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
// Polygon Offset
if (queryFeature(EVDF_POLYGON_OFFSET) && (resetAllRenderStates ||
lastmaterial.PolygonOffsetDirection != material.PolygonOffsetDirection ||
lastmaterial.PolygonOffsetFactor != material.PolygonOffsetFactor ||
lastmaterial.PolygonOffsetSlopeScale != material.PolygonOffsetSlopeScale ||
lastmaterial.PolygonOffsetDepthBias != material.PolygonOffsetDepthBias ))
{
@ -2535,15 +2533,6 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
glPolygonOffset(material.PolygonOffsetSlopeScale, material.PolygonOffsetDepthBias);
}
else if (material.PolygonOffsetFactor)
{
glEnable(material.Wireframe?GL_POLYGON_OFFSET_LINE:material.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
if (material.PolygonOffsetDirection==EPO_BACK)
glPolygonOffset(1.0f, (GLfloat)material.PolygonOffsetFactor);
else
glPolygonOffset(-1.0f, (GLfloat)-material.PolygonOffsetFactor);
}
else
{
glPolygonOffset(0.0f, 0.f);